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Postby SamUK » Sun Dec 21, 2008 4:57 am

looks pretty cool ,
Working on Solitude
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Postby MeTcHsteekle » Mon Dec 22, 2008 3:54 am

got it in game
Image

but it is as a weapon model, and those tend to bobble, and move father/closer when u look up/down.

any suggestions on a different way?

[sorry the screen shot is so large]
bah
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Postby Wazat » Mon Dec 22, 2008 4:25 am

That's actually pretty cool.

As for bobbing weapon models, I suspect the DP extension to make an entity function as your .weaponmodel wouldn't help since it probably bobs all the same.

MOVETYPE_FOLLOW would work if it's handled client-side, not just server side. Otherwise it'd be worse than the bobbing.

Some things to try. Not sure what else to suggest but I suspect someone else will have ideas.
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Postby Baker » Mon Dec 22, 2008 4:35 am

MeTcHsteekle wrote:got it in game


Nice job :D
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Postby MeTcHsteekle » Mon Dec 22, 2008 4:37 am

Wazat wrote:That's actually pretty cool.

As for bobbing weapon models, I suspect the DP extension to make an entity function as your .weaponmodel wouldn't help since it probably bobs all the same.

MOVETYPE_FOLLOW would work if it's handled client-side, not just server side. Otherwise it'd be worse than the bobbing.

Some things to try. Not sure what else to suggest but I suspect someone else will have ideas.


if i use a vary ancient build of DP i can use it, other wise i cant run DP, due to my un-powerful laptop
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Postby Wazat » Mon Dec 22, 2008 5:22 am

FTE and other engines also support some of these features, I believe. Spike may have some very good suggestions, as he knows various engines better than I do (most people here do, in fact :P ).
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Postby MauveBib » Mon Dec 22, 2008 6:19 am

cl_bob 0
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Postby Baker » Mon Dec 22, 2008 6:25 am

MeTcHsteekle wrote:
Wazat wrote:That's actually pretty cool.

As for bobbing weapon models, I suspect the DP extension to make an entity function as your .weaponmodel wouldn't help since it probably bobs all the same.

MOVETYPE_FOLLOW would work if it's handled client-side, not just server side. Otherwise it'd be worse than the bobbing.

Some things to try. Not sure what else to suggest but I suspect someone else will have ideas.


if i use a vary ancient build of DP i can use it, other wise i cant run DP, due to my un-powerful laptop


You may be able to do so:

Try adding the -safe command line parameter to DarkPlaces. This command line parameter made DarkPlaces work on some ATI video card machine where it otherwise would not.

The safe command line parameter, if I recall, causes DarkPlaces to use no GL extensions. I don't know what rendering won't be available, but the engine will run and although it has been a while, it will look fine but just be rather vanilla.

I keep forgetting about this.
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Postby Ston3r » Mon Dec 22, 2008 7:55 am

I've started mapping. Using QOOLE too.

Image

I know it needs more lighting, I only placed them in to see if the map had the feel I was going for.
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Postby RenegadeC » Mon Dec 22, 2008 8:03 am

Ston3r wrote:I've started mapping. Using QOOLE too.

I know it needs more lighting, I only placed them in to see if the map had the feel I was going for.


Not more lighting, just less harsh lighting.
On the light entity use the keyflag "wait" with a value of 0.5 preferably but experiment with that value for best results. Otherwise it's not bad; keep it up.
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Postby SamUK » Mon Dec 22, 2008 2:34 pm

MeTcHsteekle wrote:got it in game
Image

but it is as a weapon model, and those tend to bobble, and move father/closer when u look up/down.

any suggestions on a different way?

[sorry the screen shot is so large]


Am not a coder but cant you do it with a sprite?
Last edited by SamUK on Mon Dec 22, 2008 2:58 pm, edited 1 time in total.
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Postby Spirit » Mon Dec 22, 2008 2:53 pm

Ston3r wrote:I've started mapping. Using QOOLE too.
I highly suggest switching to another editor. Qoole is known to produce leaky maps because of some floating point madness (unless my memory plays tricks on me).
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Postby Willem » Mon Dec 22, 2008 3:57 pm

That's funny, I just google QOOLE because I wanted to read about it. I found this site:

http://www.volved.com/qsr/

Which offers up this warning:

"There is a major design flaw within Qoole v0.99; it does not calculate the rather vital floating-point values for export to .MAP files correctly. Using virtually any non-90 degree angle on anything other than the X-axis will result in infinitesimal offset ( rounding ) errors, and generate .MAP->.BSP compile errors ( leaks )."
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Postby Baker » Mon Dec 22, 2008 4:57 pm

Minimap / Radar experiments so far ... just raw ...

The map layout is generated via code, but you can open it in an image editor obviously, although I didn't spend more than a couple of minutes on this.

Ironically, I used software rendering for this task. I actually started by looking into alpha transparency in software renderers, noticed the pixel functions and switched gears to this.

Image

Image

Image
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Postby Wazat » Tue Dec 23, 2008 12:51 am

Baker: That is really cool. I've always wanted a functional minimap in Quake, especially in teamplay games like TF. Can the engine generate the minimap automatically even on new maps when it doesn't find an existing minimap image for the level?
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